• Aucun résultat trouvé

Adaptative execution of game: unfolding a correct story

N/A
N/A
Protected

Academic year: 2021

Partager "Adaptative execution of game: unfolding a correct story"

Copied!
2
0
0

Texte intégral

(1)

HAL Id: hal-00436912

https://hal.archives-ouvertes.fr/hal-00436912

Submitted on 27 Nov 2009

HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci- entific research documents, whether they are pub- lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers.

L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et à la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés.

Adaptative execution of game: unfolding a correct story

Ronan Champagnat, Pascal Estraillier, Armelle Prigent

To cite this version:

Ronan Champagnat, Pascal Estraillier, Armelle Prigent. Adaptative execution of game: unfolding

a correct story. ACM SIGCHI ACE 2006 (Advances in Computer Entertainment Technology), Jun

2006, Hollywood, United States. �hal-00436912�

(2)

Adaptative execution of game: unfolding a correct story

Ronan Champagnat

L3i, Universit ´e de La Rochelle 17 042 La Rochelle Cedex 1

France

ronan.champagnat@univ-lr.fr

Pascal Estraillier

L3i, Universit ´e de La Rochelle 17 042 La Rochelle Cedex 1

France

pascal.estraillier@univ-lr.fr

Armelle Prigent

L3i, Universit ´e de La Rochelle 17 042 La Rochelle Cedex 1

France

armelle.prigent@univ-lr.fr

1. INTRODUCTION

Computer games have improved this last decade on techni- cal aspects (graphical, sound design, etc .) as well as on the content. Actually games are getting more and more com- plex. Plot has been improved and is getting close to scenario movie or scenario novel.

Interactive narrative game corresponds to a game in which player unfolds a story. As a consequence, he is more or less free to choose actions to be executed according to a narrative framework a scenario writer has defined.

2. ADAPTATIVE EXECUTION OF GAME

An adaptative execution of game consists in keeping the unfolding within the bounds of the narrative frameworks.

This implies that we have to be able to change the game unfolding by controlling the player interactivity. And also we have to be able to change the bounds of the narrative framework.

In [CPE05, PCE05] we have been proposed an architecture for adaptative execution. This architecture is made up of a simulation of a process and story director (or planner). It defines a set of agent that analyses the unfolding of a game and compute an adaptative execution of narrative during a game. The simulation process catches player’s interactions and react to them and proposes a consistent unfolding. The story director can enable or disable parts of stories.

As In the framework of complex and critical system, a fault tolerant conception allows designer to produce a system that will be able to follow correct narrative even if faced to in- consistent inputs.

The planner is made up of an observation agent which in- terprets player actions; a narrative agent which performs a supervisory control of the storytelling; analysis agent which makes ”on-the-fly” verification; scripting agent that defines a new set of possible action and a director agent that chooses

a set of relevant actions to be executed.

3. NARRATIVE FRAMEWORK

In [CPE05] a formal model for interactive narration has been introduced as a set of resource, character, action, and out- comes.

This modelling has been improved by adding the notion of narrative framework. The narrative framework does not de- scribe the whole scenario in details but gives some part on different situations that hold in this one.

A narrative framework is divided into situations that player will encounter during game execution. These situations can be in a sequence or as a tree. Situations are being con- nected to each other as bridges between a situation input and another situation output.

A situation is a specific state of the game involving actors, objects and constraints by system capacity. Actions charac- terize dynamics of a situations.

4. ADAPTATIVE GAME EXECUTION

The dynamics of game execution has been characterized by a state vector made up by actors, objects, resources, player and context.

Let us consider S

o

has the observed state of the system and S

e

the expected state of the system. In order to make an optimization we only consider the significant variables and states to observe (given by the action to be executed) The distance between the expected state and the observed one corresponds to the difference of their state vector The execution loop for director agent is: select an action, configure the observer, perform action (at that point, we have a new state S

e

, compute S

o

then compute the distance between S

o

and S

e

and go back to select an action.

5. REFERENCES

R. Champagnat, A. Prigent, and P. Estraillier.

Scenario building based on formal methods and adaptative execution. In ISAGA , Atlanta (USA), June 2005.

A. Prigent, R. Champagnat, and P. Estraillier.

Driving stories, benefits of properties analysis. In

CGAMES , Angoulˆeme (France), November 2005.

Références

Documents relatifs

A deformable spherical ball colliding very near the corner of two walls experiences unusual bounce : the restitution coefficient is much smaller than that obtained when the

The isoperimetric problem then becomes reminiscent of the finite dimensional case of constrained optimization.. Steiner had argued that, if a closed curve was not a circle, then

In this case, the laser pump excites the titanium film and, through a thermoelastic process, leads to the generation of picosecond acoustic pulses that propagate within the copper

We shall see that this phenomenon coincides with an omnipresence of time in society where individuals, confronted with more time, in an ever more disturbing world, find refuge

Reifenberg-flat domains are less smooth than Lipschitz domains and it is well known that we cannot expect more regularity than H¨ older for boundary regularity of the Poisson

Action research may be viewed as a systematic form of action in which the theoretical intention to ‘modify the representation of the Other’, to use Macmurray’s terms, arises as

Paul usually has cereals and coffee for breakfast ……….. They usually go out in the

Given an elliptic self-adjoint pseudo-differential operator P bounded from below, acting on the sections of a Riemannian line bundle over a smooth closed manifold M equipped with